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Hey guys, in this video, [ame=" https://www.youtube.com/watch?v=OxPQNsG4l1c"]Vray Material basics - 3D General in Maya - YouTube[/ame] this guy has his frame buffer update when he makes a change to the material. He doesnt seem to have to click render every time, how do i enable this? thanks!!
I want to 1. Wrap modifier my retopologised mesh with my low poly base mesh for the sculpt in maya. 2. Sculpt and modify the base mesh in zbrush. 3. Then update the base mesh in maya. This will enable me to make some meshes and also helps in the wrinkle map pipeline. Any ideas would be useful.
Thanks for posting that! Cloth brush looks very interesting to me. Tried to use and failed at the one in Blender, here's hoping ZBrush's solution enables me to go back to working like a sculptor, not a tailor. Any ETA on the release? Not really on top of this stuff: only installed 2020.1.4 the other week...
Yeah, wild throne :) Minos is right, I think you have to actually ENABLE it in the post process, and then just clamp the min and max to the same value :) You can also change the speed at which the eye adapts, to something near instant. I thought that was a nice way to work, actually :)
grass using custom lighting shader that fakes scattering through clumps of grass, uses world position to generate normal instead of faces. The meshes have []use twosided lighting and []shadow indirect only enabled. I'm playing 5ft radius clumps by hand with the static mesh placement tool
the older Xoliul Shader works in maya too 1.5 i think it is http://www.laurenscorijn.com/viewportshader you just need to enable the hlsl plugin first than load up the FX file. also lcUberShader_3.0 is a good cgfx shader for maya that supports gloss. http://blog.leocov.com/p/downloads.html
One really nifty feature in Krita is the wraparound tool, makes painting seamless textures easy. You just press 'w', then enable open gl in settings to visualize the repeating effect. I had been doing this previously in blender. http://krita.org/item/196-new-wraparound-tool
Thanks for letting me know. I've tried to keep javascript to a minimum on the site, but the lightbox seemed like the best way to display the larger thumbnail image. Glad you managed to find a way to enable it though. I've had a look at your website, you've got some great work on there! :)
Thx, entering the precise value while constraining is a good solution. Just to re-iterate - with UVs -> Snaps to Pixel enabled - move your shell to a corner - g to translate - press x/y to constraint - enter number to translate with precise value. (also you can use - for negative number)